Wednesday, July 27, 2022

The Room - Thoughts


When I started The Room, I didn't expect there to be quite so much... clicking. A cursory glance suggested perplexing riddles or logic puzzles, but the entire experience is leagues simpler than that: The Room is a linear series of fidget cubes. Well, elaborate fidget cubes—which at least require some semblance of logic to puzzle out. For those tickled by antique wooden boxes hiding a plethora of compartments, The Room is a cool game... but venture into it understanding that it values a curious mind more than a sharp one.


About an hour in, I understood why the series is buzzing with positive reviews—there's not really anything like it out there. Sure, you get an occasional puzzle box in Resident Evil and Uncharted, but a whole game based off pulling out miniature drawers to discover bizarre keys? That's an untapped (digital) market! And thankfully, Fireproof Games knows how to design a game around prodding and poking an ornate box full of secrets...

... for the most part.

In order to investigate a particular section of the puzzle box, you first have to zoom in by double clicking nearby. But you can't zoom in anywhere you want; sections are delineated, forcing you to click around frantically to see what is and isn't interactable. Sometimes you'll zoom in on completely innocuous bits that don't have a use (yet) and other times the camera will send you right beside the thing you actually want to investigate. And since clicking can also manipulate objects, you'll be frequently mashing your mouse pointer against anything and everything, in the hopes of uncovering a secret pressure plate or hidden dial. It never gets as bad as pixel hunting in adventure games, but trying to find every interactable object does evoke a similar confusion—if not frustration.


This isn't a minor inconvenience either, as aimless clicking composes most of The Room's playtime. But if you can put up with it, there are some cool animations and nifty perspective puzzles to behold, along with some really gorgeous puzzle boxes. Seriously, if any screenshots from The Room capture your interest, it's worth the price of entry just to explore each chapter's convoluted wooden contraption. There is an undeniable delight in watching a latch or spindle slide away to reveal a new piece of the puzzle, all while staying (mostly) consistent with the internal dimensions of each box. The way hinges creak and gears click is impeccable too—if there's something Fireproof Games got right, it's making the boxes the star of the show.

The last gripe I have with The Room is that it's ultimately... directionless. When you start the game, both the setting and narrative seem to indicate you're on the verge of discovering something far beyond your imagination. And while I liked the occult flavoring, the experience doesn't really lead anywhere conclusive—at least for the first entry in the franchise. There's some cool art and non-Euclidean trickery in the latter half, but at no point does it feel like you're building to the final puzzle or an unspeakable treasure. In fact, you don't really fulfill your main objective at all; the game kind of just ends and goes "hope you're ready for more some day!"


You can blast through The Room in a handful afternoons, and that's honestly the perfect length of time for the game. There are some neat bits and bobs here but nothing that will really stick with you once the experience is over, besides a feeling of "I guess that was cool." Yet conversely, you won't ever get stuck in it for too long, as you know the path forward has to be located somewhere on the exterior of the object before you. While I would've liked more meat to the game (1/3rd of the puzzles have you making the same shape over and over), I'm glad The Room exists for puzzle box enthusiasts—and I'm curious how the series expands from here.

1 comment:

  1. This game was available on mobile phones and tablets long before it came to desktops, and it was my first experience with it. I'm sure this is actually the intended way of playing it: pulling the pieces with your fingers, rotating, tapping, etc. It reminded me of pop-up books that I absolutely adored as a kid. If you ever decide to go for a sequel, I suggest you give it a try on a touch screen.

    ReplyDelete